Treasure Tech (RELEASE 1.01 BUG FIX)

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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Cryomundus » Wed Jun 03, 2020 11:55 pm

Found a bug? It seems that the ammo pickups spawned from the ammo crate don't give you ammo for the pistol. The normal, map placed ammo pickups do, just not those.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Edward-The-Hazardous » Thu Jun 04, 2020 2:12 pm

Wario Land 4 is one of my favorite games of all time, so this is a more than pleasant surprise for me.

BRB, finishing the entire Classic series with this.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby barosans » Sat Jun 06, 2020 6:44 am

hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby openroadracer » Sat Jun 06, 2020 12:20 pm

barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby xenoxols » Sat Jun 06, 2020 7:18 pm

I think having Treasure Guy's face react to damage like Wario would really enhance the experience. Have a rotten day!
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Dephire » Mon Jun 08, 2020 10:31 pm

This is one of those mods that has my jaw dropped at the level of effort and passion put into it.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby xenoxols » Thu Jun 11, 2020 11:52 am

I saw the story trailer on youtube. It looks real neat!
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby BunnyWithBeans » Thu Jun 11, 2020 8:45 pm

Just wanted to say that this is absolutely fantastic mod, probably one of my favorite gameplay conversions.

Are there any plans to release this in the future with its own megawad, though? The tutorial seems to hint at that with a variety of custom elements (running back to the exit at the end of the level, throwing keys at locks, etc.)

.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby AvzinElkein » Thu Jun 11, 2020 9:13 pm

BunnyWithBeans wrote:Just wanted to say that this is absolutely fantastic mod, probably one of my favorite gameplay conversions.

Are there any plans to release this in the future with its own megawad, though? The tutorial seems to hint at that with a variety of custom elements (running back to the exit at the end of the level, throwing keys at locks, etc.)

.

The answer is yes! https://twitter.com/SuperUltra64/status ... 8516547584
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby rps » Fri Jun 12, 2020 3:33 pm

openroadracer wrote:
barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.

Actually, the enemies are specifically coded to be stunned/grabbed. Its why you can't stun/grab heavily modified versions of enemies.

I'm pretty sure that TT works with the mod though, it seems like these enemies just have are just heavily re-sprited for the most part and the special deaths most likely won't effect weather they can be stunned/grabbed.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby JuliusKoolius » Fri Jun 12, 2020 7:27 pm

rps wrote:
openroadracer wrote:
barosans wrote:hey hyperultra64, i have suggestion for your mod, it is possible that your mod will fit with the No Ultra-Violence mod ? = viewtopic.php?f=43&t=59415
It fits pretty well with the treasure tech
I doubt it; Treasure Tech uses its own unique enemy set to enable the stun, grab and throw features.

Actually, the enemies are specifically coded to be stunned/grabbed. Its why you can't stun/grab heavily modified versions of enemies.

I'm pretty sure that TT works with the mod though, it seems like these enemies just have are just heavily re-sprited for the most part and the special deaths most likely won't effect weather they can be stunned/grabbed.


And if it does end up causing conflicts, then you can also pop it open in Slade and just remove the stuff that’s conflicting with it, but you probably don’t have to do any of this, because I don’t think it will effect if the monsters can be stunned
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Pompous Seed » Sat Jun 13, 2020 12:12 pm

This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby JuliusKoolius » Sat Jun 13, 2020 5:30 pm

Pompous Seed wrote:This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?


I think Super Mayhem 17 goes well with this
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby Pompous Seed » Sat Jun 13, 2020 8:52 pm

Appreciate it.
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Re: Treasure Tech (RELEASE 1.01 BUG FIX)

Postby PresBarackbar » Sat Jun 13, 2020 9:16 pm

JuliusKoolius wrote:
Pompous Seed wrote:This is fantastic. Everything works surprisingly well; every weapon serves a purpose and is wonderfully balanced, the melee mechanics are well-executed and satisfying to use, the sound effects are on point, and the sprites are nicely done. I look forward to the story mode!

In the meantime though, I'm having difficulty finding suitable megawads to pair this up with. I know this is a bit off-topic, but are there any recommendations?


I think Super Mayhem 17 goes well with this


For the most part, the only real issue is in the back third or so when the maps get really slaughtery
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